In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side.

This year I had the honor of giving one of the GDC Microtalks. My talk centered around thauma, the components of game design and the real questions of legitimacy that still trouble the videogame art form. You can read it here.

There's a difference between actually being a game designer, and the aspirational myth of the game designer as monk-artist-literature wunderkind. The former exists, but the latter is a figment of hope.

There are arguments for and against this sort of approach, and they break down as follows: r n r nFor: r n- Less waste r n- Clearer target r n- Definable outputs r n r nAgainst: r n- the market rarely stays still for long, so thinking this way often ...

Really Again this is on console, but I find it very annoying. A lot of long taps, moving soft cursors over options and so on, it 's far too slow/cumbersome and becomes tedious to use once inventories start to grow.

It 's a good thing. Upgrading on regular cycles is something that many other formats from PC to DS to iPhone have been doing and it doesn 't cause that much grief. Contrast this with the console business where devs are always among the most resistant to change, but work ...

The industry has been consistently stupid about this for as long as I 've worked in it. Fundamentally studios have two very different kinds of employment requirement, one for long-term staff like core engineering, and the other for short-term staff like production. And yet it consistently tries to use the ...

Maybe, but the thing that stands against that is that generally speaking the rate of peripheral adoption to core devices always tends to go no higher than 25 , and in mobile 's case is likely a lot lower say 3-5 . So the Gear VRs of this world certainly ...

I feel like I read this kind of post about once every six months, and have done for all of the 16 or so years that I 've worked in video games. And my reaction is always change your perspective, author . r n r nFor example plenty of people ...